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reference v1 release checklist
cheaterbob edited this page Oct 3, 2026
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This page tracks release readiness rather than the long-term feature wishlist. Features listed as experimental can ship with v1 without receiving the stable-v1 compatibility promise.
- Verify
spawnOnDeathbehavior for spawned variants; save/reload compatibility remains covered by the general save pass below. - Verify
speedPulsewith a visually obvious test enemy. - Exercise explicit walking, climbing, and flying navigation links. Fully original ground enemies now consume directed walking/climb paths; verify upward traversal and natural downward falls on each authored map.
- Confirm beam damage ticks, charge firing, alternate-fire mechanics, and primary melee.
- Regression-test the charge percentage/ready prompt.
- Regression-test alternate-fire arm recoil.
- Play-test original-enemy
attackHit/multi-hit timing, facing-relative impulses, positional event audio, camera shake, and atlas sprite effects. - Play-test physical projectiles, impacts, casings, custom audio, and sprite animation.
- Test every example pack separately.
- Run all currently compatible installed examples together.
- Test stage exit/re-entry, restart-required mod state changes, and save loading.
- Play-test the prepared 256-by-96-tile stress stage with 15 spawners, 65 authored objects, explicit platform-climb and aerial routes, and a 60-enemy opening wave.
Moving platforms, Tiled visuals, Core-art objects, and authored doors have been exercised successfully, but remain part of the wider regression pass.
- Manifest JSON Schema exists.
- Challenge JSON Schema exists.
- Rule-profile JSON Schema exists.
- Add enemy, clothing, weapon, usable, stage, difficulty, asset-patch, and Tiled-map schemas.
- Mark stable and experimental fields with
x-stability. - Document defaults, bounds, fallbacks, unknown-field behavior, and migration rules.
- Validate every public example against its applicable schema with
Tools/ModSchemaValidator.
- Explicitly exclude automatic old-content-ID aliases from v1 and document the author migration policy.
- Confirm disabled mods retain their saved data and reconnect when enabled.
- Test missing, removed, upgraded, and renamed mod content against existing saves.
- Run the complete EditMode and PlayMode suites from a clean checkout.
- Produce and smoke-test a clean standalone Windows build.
- Automate catalog schema, immutable release hash/size, ZIP traversal/extension, manifest agreement, corrupt dependency-batch, and extracted content-schema checks.
- Complete hands-on Windows, Android, and WebGL catalog install/update/rollback smoke tests.
- Test excessive runtime object counts in a player build.
- Define and enforce practical file, texture, map, and content-count limits; performance budgets remain part of stress testing.
- Reconcile the draft specification, public guide, examples, and published schemas.
- Verify GitBook navigation and internal links.
- Document installation, packaging, troubleshooting, and Windows desktop support.
- Publish generated field-by-field schema, validation-code, and Core asset-slot references.
- Establish the public API changelog and future migration-guide format.
- Document code-confirmed Android and WebGL behavior without marking release-build verification complete.
- Capture verified installation, Mods panel, Unity authoring, Tiled, and DragonBones screenshots.
- Finalize licensing, redistribution, and documentation-publication policy text.
- Complete per-artifact provenance and permission decisions for the player build, SDK, examples, catalog archives, and previews selected for release.
- Remove generated/local files from the pull request and review the final diff.
- Fully loose replacement of every Core prefab and asset.
- Arbitrary C# or Unity components in data-only mods.
- Entirely original enemy skeletons and animation controllers.
- Arbitrary new player clothing rig slots or clothing physics graphs.
- A standalone graphical mod-maker.
- External mod-folder discovery on Android or WebGL.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development